Waarom vroegtijdige toegang?

“H1Z1 has always been developed under the principle of creating a game side-by-side with our players, and we’ve used Early Access as an opportunity to grow our relationship with our community. We will continue to use player feedback to plot the course for King of the Kill and to make it as good as we all know it can be.”

Hoelang blijft dit spel ongeveer in vroegtijdige toegang?

“We want to be sure everything is working as intended with our players, prior to an official launch. When we launch out of Early Access, H1Z1 will achieve the quality targets we are putting in front of us -- a game that is competitive, enjoyable, fair, and as fun to watch as it is to play. Once these targets are met, we will launch out of Early Access.”

“Throughout Early Access, we have made essential updates to the game including improvements to combat and vehicles, general game polish, a new map, new UI, new scoring system, Twitch Integration, and more. The full version of H1Z1 will be a high-quality, highly-polished game; one that is well balanced, predictable, fair, and as fun to watch as it is to play.”

Wat is de huidige staat van de versie met vroegtijdige toegang?

“Millions of players have already jumped into H1Z1 and competed in large-scale, chaotic PvP spectacles of skill and wit. Millions have watched casual and competitive tournament games live-streamed. Players can expect to fight against each other in solo- or team-based matches or in rule-based Skirmishes. We are continuing to improve the game with updates, anti-cheat tech, and new features regularly as we work our way toward an official launch out of Early Access.”

“H1Z1 is expected to see a price increase at launch. We’ve added – and will continue to add -- a lot of features and polish to the game over the course of Early Access to create a high-quality, competitive experience -- one that is enjoyable to watch and play. Development is never truly done, and players can expect continued game updates and bug fixes post-launch to further enhance and refine the gameplay experience.”

“Player feedback plays a major role in the development process of H1Z1. Our players challenge us as developers to be that much better at delivering great game experiences, and we invite and encourage them to join the conversation on Twitter, Reddit, and the Steam forums.”

17 februari

We’re excited for this build to land on the Test Server today as it’s packed with some pretty awesome features and much-needed fixes. As we mentioned on the Community Outbreak yesterday this build is coming in pretty hot, so bear with us as we continue to work on and polish it. As always, feedback is going to be key in making this a successful update, so please let us know what you do like and what you don’t so we can work on this together to make sure this patch is as solid as possible.

See you in the pit,

Carto

Air Drop Revamp:

The airdrop bomber has been updated and replaced with a jet. This was done so the bomber has unique audio in an effort to increase player feedback and clarity.

Bombs will no longer drop passed the 3rd gas phase regardless or when there are only 20 people remaining, whichever comes first.

Player Spawn Selection:

Players can now select the quadrant of the map they’d like to spawn in while in the box of destiny

The first gas ring will be shown on the map to select your spawn

The ring has been set to randomly show for some matches, but not for others. This is to allow us to do A/B testing on player behavior based on whether the ring shows so we can make an informed decision on how we’d like to move forward with this element of the feature

There is a supporting heat map so players will understand where other players have selected to spawn

In team games the team leader will select the spawn point for the team and team mates will be notified which quadrant was selected

If a user does not select a quadrant one will be selected by default that is somewhere near the safe zone

New Scoring model:

We are moving away from a high kill top 10 scoring model and we have implemented one that focuses on 3 different segments:

A users top 10 games will give them their base score

A users average placement will then have a modifier value that is applied to the top 10 score

A users average kills per match will then have a modifier value that is applied to the top 10 score

Once the modifiers have been applied a user will be given their ranking. This new system will challenge the player to play more conservative and be more consistent in their play but will still require them to see kills just not as aggressively as the current live scoring model. In the new system, players can de-rank, however rewards will be earned based on the highest rank achieved for a season.

High-Speed Vehicle Exit:

Users will now execute a “combat roll” when exiting a vehicle at high speeds in an effort to reduce/remove COD rushing

The user will not be able to shoot while executing the roll

The delay and animation timing will always be consistent in order to allow other players the ability to read and react to someone rushing them

There is an animation that will play from every seat in a vehicle

Weapon Adjustments:

Based on feedback we’ve received since our last update, we’ve fine-tuned some of the most used weapons in the game to make them feel a bit smoother, however none of these changes will impact timing or muscle memory. Reset timing for tap shooting has been preserved.

AR-15:

Reset delay has been slightly reduced

Recoil acceleration rate has been slightly adjusted

The end result is similar reset time that feels much “smoother” and less “clunky” and was made in response to community feedback

Recoil growth was reduced in order to allow the weapon to be slightly sprayable at close range

AK-47:

Semi Auto fire mode recoil growth was increased slightly

Full Auto fire mode recoil growth was reduced slightly so sprayability is in line with the AR-15

Shotgun:

Damage fall off distance has been slightly reduced

Headshot multiplier has been slightly reduced

Both of these changes were made to reduce the effective range of the shotgun while still keeping it potent in close quarters combat

Armor / Bleeding Mechanics

Breaking a helmet no longer causes a bleed, only the intended damage

Breaking armor no longer causes bleed or damage as the armor soaks up the shot completely. The sniper rifle and shotgun are the only exceptions to this rule.

Healing Adjustments

Bandages now heal for 2HP up front and then an additional 8HP over time.

Medkits now heal for 8HP up from and an additional 52HP over time.

Gameplay & UI Updates:

In-game user interface has been updated to be much cleaner and require less screen area.

Added a Mini-Map on the bottom-right corner of the screen.

You can now move normally with the map open, similar to having the Inventory open.

Footstep sound effects have received another tuning pass so that they are lower volume generally but still loud enough to make sure you can hear enemies coming.

Updated the split-stack UI element for ease of use.

Keystrokes now immediately input to the numerical field (no longer have to click first).

Number keys (keypad and keyboard), backspace, delete are all accepted, and left and right arrow keys will move the cursor.

Clicking off or pressing escape closes the pop-up.

Settings menus have been restructured and re-ordered to make more sense.

Settings are ordered by usage and importance and are generally grouped with similar options.

15 februari

The H1Z1 Test servers were just updated with a round of bug fixes and changes that we plan to publish to Live tomorrow. Please take a moment to login, check everything out and let us know if you have any feedback. We will post more info about Live release timing later today, after we've had a chance to review feedback.

Players can no longer shoot over the police car light bar and most of the roof, as well as over objects of similar height such as certain hay bales, semi-truck cabs, dumpsters, and half walls. Please send your feedback on this change! Please provide screenshots and clips of locations where you can still shoot over an object but feel like you shouldn’t be able to, or visa versa.

Fixed an issue that could cause other players who are aiming down sights to appear to be running in place.

Improved the anti-cheat detection for players who are teaming.

Added some debug information to the death and victory screens to help us track down server desync issues. If you experience such issues and are recording, please be sure to capture that screen and send it in!

Added the new items that will be distributed for the upcoming Showdown.

Numerous fixes and optimizations for Hosted Games and Spectate cam (which will be used for Royalty Showdown).

Over dit spel

H1Z1 is a fast-paced, highly competitive, battle royale shooter. Parachute in and search for weapons, ammo, vehicles and supplies to stay alive. As a toxic gas cloud compresses the map, develop your strategy and prepare for the spectacle of mayhem. Go solo or group with a team of two or five to be the last ones standing.